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3 Dimensional Chat / Blender UV Mapping question.

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Happy Cheesecake
15
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Joined: 16th Jun 2009
Location: My non-vice-presidential refrigerator.
Posted: 22nd Sep 2009 13:35
I searched the forums and looked at multiple tutorials and I'm probably going to get flamed for asking this, but I must since I'm short on time and knowing this is of vital importance.

When I place the seams on my model and unwrap it, the way it unwraps seems to deform the faces. I've tried placing more and more seams but it doesn't help. Nor does only unwrapping a small part of it. I'm sure there's a way to do this, so would you guys be so kind as to tell me how to unwrap a model without deforming the faces?


I'm off to school, so thanks in advanced for taking the time to answer my question.

Sometimes reading posts from Zeus or I will bring gut-wrenching laughter, drenched pants, and a full load of underwear.

READ AT YOUR OWN RISK!
Kravenwolf
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 23rd Sep 2009 02:55
You don't have to mark seams to unwrap a model. If you're having trouble knowing where to mark the seams you can just select faces or groups of faces individually and unwrap them one at a time.

Otherwise, I can't really tell you what you're doing wrong without being able to see the mesh you're trying to unwarp.


Kravenwolf

SJHooks
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Joined: 13th Aug 2009
Location: Where you least expect me...
Posted: 24th Sep 2009 04:44
Ahh... I once had the same trouble. The problem is that you're not making enough seams. If you have a cylinder, then make the seams for the faces to be seperate, and the lateral surface to be on its own. You should always make a UV Test image grid to see what major deformations are visible. If you notice things are wrong, pin the verticies of the "demorfed parts", unwrap the project from the view of the deformed part, and then unwrap them again. That way, the UV map is somewhat proportional. This is a one time thing though, if you keep "unwrapping from the view" then the UVMap will get stuck, since certain verticies are pinned. Here's a knife I've been working on since about five hours ago:
The blade was demorfed, so I used this method and then it became proportional. I'm no expert on UV mapping, but I can give you some tips.
greenlig
21
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 24th Sep 2009 04:59
Another crucial step that needs to be taken before you unwrap is to Apply the objects scale, rotation, and location. It's easy to do, just select the object while in object mode, press "CTRL+A" and click the top option.

Basically, when you create an object, it's centre will be the original position you created it at. When you edit, move, scale, rotate, the object it references all your editing in regard to that origin. So, instead of your finished object being at 0,0,0 on the grid, it might be at 12,255,50. Applying the scale/rotate/locate will set your current position/scale/rotation to 0,0,0.

Hope that helps too

Greenlig

Blender3D - CS3 - VISTA - DBPro

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